So anyway, I recommend checking out a game I made called Rotis ( http://dpmm.110mb.com/Rotis ) before I start, because I'll be referencing it several times throughout the workshop...mostly as examples of what not to do. :)

DeProgrammer

It ran acceptably well on my bottom-of-the-barrel 2006 laptop.

DeProgrammer

Generally speaking, this workshop isn't in any particular order, because many parts of the game design and creation processes can occur multiple times in various arrangements.

DeProgrammer

So, I've split this up into three major sections, to the best of my ability: design elements, the actual process, and creation elements.

DeProgrammer

First of all, we've got the theme. This is the subject or the most prominent idea in the game.

DeProgrammer

It could be aliens, robots, gems, war, a rave, or any number of other random things...or any combination thereof.

DeProgrammer

When considering a theme, try not to end up with something bland and uninspired, like Rotis's tiles, which are just...plain.

DeProgrammer

In a lot of games, an actual environment is required, so your theme may include that.

DeProgrammer

The second design element is the mood.

DeProgrammer

What kind of emotions do you want your game to bring about? A game can be creepy, funny, dramatic, cute, disturbing...or bland.

DeProgrammer

With the right graphics and music, practically anything can be cute or scary or whatever you want--psycho killer rabbits, killer eggplants, etc. Check out Bisque's work as an example of cute graphics: http://www.pixeljoint.com/p/787.htm?sec=icons&pg=5

DeProgrammer

In regards to the mood, sounds may need some effects applied based on the environment. Echoing effects could create a more lonely feeling, for example.

DeProgrammer

Rotis has mostly whimsical music (which you can't hear if you have something newer than Windows XP), yet uninspired graphics. It fails to arouse any particular mood. This is not a good design.

DeProgrammer

The third element of design is really the biggest: the gameplay.

DeProgrammer

It's usually best to work with an existing template, such as tower defense, Metroidvania, an RTS, etc.

DeProgrammer

For example, Rotis was a tile-based puzzle game, based on Bejeweled and Tetris Attack/Puzzle League.

DeProgrammer

Do you think you could design a unique, original game, without starting off with ideas taken from other games? :P

RetroX

well, not unique

Sploder

It's really hard to make a completely new genre

Sploder

since so many ideas have already been done

Mercenary

maybe

Haz

You can if you want to, but it's easier to start off of a template, then expand.

Mercenary

after a week of thinking

DeProgrammer

Right. What Haz said.

Mercenary

point taken

Sploder

I'd say make your new genre later in your career, after you have the experience to back it up

DeProgrammer

You generally need to choose a perspective for a game--isometric, top-down, side-scrolling, first-person, etc.--and you need to consider the gameplay for this. For example, a game that makes jumping necessary should probably NOT be top-down.

DeProgrammer

There is such an incredible number of genres that I can't go into very much detail on this topic. But as an example of something that one genre could require, action games usually have movement/ability usage rates. Aspects like damage-per-second shouldn't be overlooked.

Haz

Not neccessarily a good one though.

DeProgrammer

Hence the "probably," Haz. :) Most of the ideas that go into design are optional... It's really art.

Haz

I know.

Haz

That's why people get paid cash money for it.

DeProgrammer

Goals! This is the fourth major aspect, which I suppose you could consider an aspect of gameplay.

DeProgrammer

Metroid gives you the goal of beating the final boss, with the possibility of speed and collection rates for different endings.

Mercenary

Like megaman zero?

DeProgrammer

Halo multiplayer is generally just about getting the most kills. Halo also has achievements.

Haz

What about CTF, or any other objective based game?

DeProgrammer

"Generally"

RetroX

games like Mario provide scores as well

Haz

Dang

RetroX

scores are the easy way out :P

DeProgrammer

And that brings me to my next point:

DeProgrammer

Scores can be implemented as a more significant goal by giving extra lives for higher scores. Just having a number doesn't mean much or give a very notable feeling of accomplishment. Rotis is an example of this.

Also, be aware of double punishment for failing a goal, and use it only when you deem it a good idea. Example: you're taking a quiz. If you miss a question, you not only fail to get the points for that question, but also lose five additional points.

RetroX

that would be stupid in that case

DeProgrammer

The fifth element (not talking about a movie here, haha) is an either-or, or both, thing. Replayability and/or story content.

Mercenary

Story content?

DeProgrammer

Replayability can be caused by complex possibilities with limited abilities. Randomized environments also work relatively well for increasing playability. Story content, especially mystery stories, tends to be less replayable.

Lakilouie

extra sidequests like in majoras mask?

RetroX

replayability is a biggie

Mercenary

thank you for clarifying

DeProgrammer

Tetris Attack/Puzzle League has high replay value because you can do chains, combos, and mixes thereof, on many levels, and with varying amounts of skill required, all by simply swapping two blocks horizontally.

Mercenary

so does replayability increase the popularity of a game?

DeProgrammer

Rotis sucked all the replayability out of that by removing the ability to create skill chains (ie. moving some blocks while others are exploding).

Haz

Not necessarily Merc

Mercenary

How so?

Sploder

Replayability is usually important in keeping players in the game after they've beaten it

DeProgrammer

Right.

Mercenary

Oh.

Haz

Popularity depends on a number of factors

DeProgrammer

Multiple modes--like Rotis and Halo have--can be very beneficial to the replayability factor if they are significantly different.

Sploder

especially for retail games, which will then be sold to Gamestop if you don't have enough replayability

DeProgrammer

:)

Sploder

at which point, you no longer make money

DeProgrammer

Achievements are commonly used in modern games to add some replayability. However, the difficulty of these achievements accounts for a portion of why they're beneficial.

Haz

We are

mib_f1ev9s

darn i forgot to make a nickname :(

DeProgrammer

So you should always make a game at least moderately difficult, if you don't give it multiple settings. If it's too easy, people won't want to play it again; if it's too hard, your players may not want to finish it the first time around.

Sploder

without the "

DeProgrammer

Having some kind of a story is usually a really good idea, even if it's just a three-word introduction and a single-sentence conclusion (check out Robot Wants Kitty on Kongregate). The story could also involve events with different pacing to make a game more enjoyable, such as the escape sequences in Metroid games.

Mercenary

Is there any trick to uping a persons adrenaline for a short while?

mrgood

^Yes.

DeProgrammer

Putting in very powerful and fast enemies, very short timers, etc. can do that.

DeProgrammer

On to the process! This first point is my favorite, aimed toward beginners: START SMALL!

Lakilouie

and maybe epic music

DeProgrammer

Don't expect to make a RTS or a complicated platformer or a 3D game with online multiplayer or a complex bot AI.

DeProgrammer

I recommend starting off making something simpler, like a tile-based puzzle game. *nudge nudge, wink wink*

Haz

Yaa!

RetroX

I started small but never finished any of them

Haz

Make a space shootan game

RetroX

so now I'm on big even though I never finished anything

DeProgrammer

Additionally, don't overcomplicate things--don't plan on adding a bunch of options and customizability and a huuuge map until you've got the game in a state you can consider to be polished.

DeProgrammer

That means you, RetroX! :P

RetroX

what did I do

DeProgrammer

The first actual STEP of the process is brainstorming. Unless you've already got a very specific idea in mind as to what you want your game to be like, do your best to come up with loads of ideas; don't throw anything out just yet.

Here's an example of some brainstorming! http://img257.imageshack.us/img257/7535/rotisplans.jpg

DeProgrammer

Pardon my handwriting. I know it's sad.

DeProgrammer

Once you're done brainstorming, do some research. It should go without saying that you need to figure out what works for you or your target audience and what doesn't.

RetroX

audience is also important

RetroX

if I learned anything in English class

DeProgrammer

After that, toss out the 70% of the ideas you came up with which were absolutely horrible.

DeProgrammer

The next step: Plan out what needs to be done before starting on it.

DeProgrammer

For example, resolution is usually something you need to decide on before you start making graphics.

Haz

7000x7000 is usually a good start

BLarget2

hello

DeProgrammer

Make a design document and a resource outline. The outline can include programming, music, sound effects, and graphics requirements. Fill in the most specific elements whenever you think of them.

BLarget2

yes im using the dreded mibit

DeProgrammer

Here's a design document example, which Metroid Zapper, Emperor/Raiizn, and I made by following my outline for this workshop: http://dpmm.110mb.com/temp/NightOfPlight.txt

DeProgrammer

And this is a resource outline to go with it: http://dpmm.110mb.com/temp/NightOfPlight_ResourceOutline.txt

Mercenary

Would you mind explaining the outline doc. thing?

DeProgrammer

I'll give you a couple minutes to check those out.

DeProgrammer

Like, two minutes.

Haz

That is the lightest doc I have ever seen

RetroX

lol

RetroX

two minutes for homework

DeProgrammer

Your two minutes are up. Back to school. :)

DeProgrammer

You should realize that the more you plan in advance, the less time you'll spend fixing mistakes and oversights.

DeProgrammer

And this next sub-point is for the most expensive people on any professional game development team: programmers!

RetroX

you mean least

RetroX

:o

DeProgrammer

PSEUDOCODE! You can design every system, every function, and every file format, before you write any actual code. This way, you'll never realize halfway through making the game that you need to completely redesign your engine.

Blarget2

woah disconnedt

DeProgrammer

Okay, okay...GOOD programmers. :)

Mercenary

:p

DeProgrammer

And the final step of the process (until you start openly advertising): Gather a team.

Mercenary

what if you're 13 years old and have no one around you with interest?

DeProgrammer

You likely shouldn't look for people until you've got a complete, workable design. They can lose interest fast if you don't have everything you need already laid out for them. If you're the programmer, you should probably have a sizable chunk of your engine ready before asking for resources.

BwdYeti

Practice some part you like for a few years, then start a project later

Mercenary

some part?

Mercenary

or parts

Mercenary

For example, I like to sprite, and to write stuff.

RetroX

one random productivity note: tell people that you're working on something. You're more likely to finish it.

Blarget2

i love pixel art :3

Mercenary

Should I just work on one thing or another?

Haz

You can do them both

Haz

Just takes more time.

DeProgrammer

The better you are at one thing, the more you'd be worth to a team, so it may actually be better to focus on the one.

DeProgrammer

Of course, if you get bored of it, feel free to do the other.

Mercenary

I see.

Haz

Can I throw up the quintessential example?

Mercenary

But i still want to learn to program.

Haz

Cave Story

Mercenary

what language should I learn first?

Haz

One guy made it all, and did it beautifully

Haz

There is no "one language"

DeProgrammer

Rotis was made entirely by me. If I made it two years from now, it could be a billion times better. :P

DeProgrammer

The language is covered later. Listen up :P

Mercenary

ok.

DeProgrammer

Now, creation elements...

DeProgrammer

First one: Programming language!

DeProgrammer

Haha.

RetroX

FINALLY

DeProgrammer

GameMaker is good for beginners. Perhaps Flash for intermediate coders, maybe structured programming for experts.

Mercenary

GameMaker is good for beginners. Perhaps Flash for intermediate coders, maybe structured programming for experts.

Mercenary

oops

Haz

teehee

Mercenary

sorry

RetroX

it's Game Maker, btw

Haz

GM kinda sucks

DeProgrammer

I haven't used much other than VB6 with OpenGL and C with PAlib, myself, so I can't give a whole lot of information regarding game libraries such as SDL and XNA.

Mercenary

Structured programming?

Blarget2

can someone paste the irc link? i hate Mibbit

Haz

XNA is great

RetroX

I'm doing SFML on thursday, for those that might be interested

Haz

Ooh

DeProgrammer

Structured programming is the opposite of object-oriented, which wastes RAM and CPU like crazy. :)

Kesha

irc://irc.kbfail.net/ncfc

Haz

I hear SFML is nice, gonna check it out.

Blarget2

thanks

Mercenary

whats object oriented?

Morrad

whats SFML?

DeProgrammer

"SDL and XNA are two game libraries intermediate coders can use in order to break away from high-level languages like GameMaker." That was totally on my outline.

blarget3

thanks

DeProgrammer

I don't have the time to go into detail regarding that stuff. I still have a few more points to get through. :P

Haz

GM isn't a high level language

Haz

Python is

blarget3

blarget2 wil time out

Haz

Lisp is

blarget3

lua!

RetroX

guys

RetroX

stop

Xgoff

also what's wrong with HLLs

Haz

lua is a scripting language

DeProgrammer

Having said that... Having a bug-free game is more important than having a bunch of complexities, like little effects and options.

DeProgrammer

So whatever you use, use it to the best of your abilities.

DeProgrammer

On the subject of controls: It's best to have a set of default controls, and perhaps to have a few other preset configurations, but also to allow the user to customize them.

BwdYeti

I want to look into XNA

RetroX

later

Mercenary

XNA?

RetroX

xtremely N oying

DeProgrammer

Some controls can be on-screen and have keyboard shortcuts, while others can be keyboard-only (or buttons, if you're making a game for a console), but you should try to minimize the complexity of the controls either way.

RetroX

erm

RetroX

never mind

RetroX

simple controls is always a big one as well

blarget3

im guessing im in a bad area in this convo...

DeProgrammer

XNA is a Microsoft thing. If I'm not mistaken, it's mostly for developing XBox games.

RetroX

it's C#

RetroX

it's Windows/Xbox

BwdYeti

It works with PCs too

blarget3

Xbox live arcade games :D

RetroX

stop using PC to refer to Windows

RetroX

it's annoying as heck

DeProgrammer

On the subject of graphics: use fillers until your game is mostly playable, if you need to.

BwdYeti

no

Haz

It was conceived mainly for xbox and windows phone, but works with the OS as well jsut fine

blarget3

PC means Linux too you guys :P

RetroX

whatever

Haz

pc means personal computer

blarget3

macs are just macs tho....

DeProgrammer

Don't forget that the user interface is usually graphical. You probably need something along the lines of health bars and unique fonts. Try to make them interesting.

blarget3

its called popular wording

blarget3

and it sticks

DeProgrammer

Don't skimp on the animation. You want to consider little special effects like dust trails and sparks and bouncing (ie. Tetris Attack and Bejeweled vs. Rotis).

blarget3

PC always ment windows

blarget3

and always will

blarget3

atleast popular wording goes

RetroX

no it won't

Haz

Stop

RetroX

and animation is good

Haz

Keep it related to what he's saying

Mercenary

people, shut up and let him talk!!!!

DeProgrammer

Having 3D graphics takes a lot more effort than 2D. In terms of 2D graphics, pixel art shifts most of the effort to the artist, while vector graphics put more responsibility on the programmer to make a bone/joint animation system.

Haz

You're 13

Haz

I'm 14 I take seniority

DeProgrammer

Whatever you use, make sure that you have a method for converting the graphics files to something usable by the game engine. :P

blarget3

im 16 :/

Haz

I wasn't telling the truth >_>

DeProgrammer

I'm 25% older than blarget3.

blarget3

cool

RetroX

lol

blarget3

anyways pretty good lesson

RetroX

that's great

RetroX

it's not over

DeProgrammer

On the subject of sound effects: DoctorPetter's "sfxr" is useful if you want to create some retro sound effects. You might want to just download or rip some otherwise, because creating good sound effects can require expensive equipment and a lot of time.

blarget3

i always liked pixel art over anything else

DeProgrammer

sfxr: http://www.drpetter.se/project_sfxr.html

BwdYeti

sfxr is also fun to mess with

blarget3

ORRRR use a DOSbox synth with a old soundblaster card :D

blarget3

get that nice feel

DeProgrammer

On the subject of music: Don't put any in until you have several songs, or the repetition will drive you nuts while you're debugging. :)

Haz

Musagi is nice too

Haz

From the same guy, actually.

blarget3

true

DeProgrammer

And that would be a great thing to use for music, if the programmer can set up the game to load those files.

DeProgrammer

Good game music tends to have the ability to loop smoothly, while possibly also having an intro and an outro. Sometimes the music can be synched to in-game events for maximum effect.

blarget3

like awe32? wait no bad card eww

DeProgrammer

Choose a format:

DeProgrammer

MP3 and Ogg Vorbis are relatively large files and high-quality formats

Morrad

dd

DeProgrammer

MIDI is tiny but not recommended because different sound cards change the way it sounds, plus MIDIs tend to lack depth.

blarget3

i like ogg

Memnoc

Thanks for this link DeProgrammer. Obtaining sound effects have always been a big problem for me

DeProgrammer

Other module formats are usually difficult to make but can be small files while still sounding good. (I think trackers' GUIs all suck.)

RetroX

yes, trackers all suck

DeProgrammer

At the end of the workshop, I'll have a link to a website that has links to websites for getting more sound effects. :P

DeProgrammer

In regards to having options in your game: if it's something other than pixel art, you should have graphics quality settings, and even if it's pixel art, you should be able to double the screen size if you want.

blarget3

but yeah the problem with sharing sound effects is everyone's games start sounding the same. this is why i make my own sounds

DeProgrammer

Don't forget about difficulty settings. Separate volume controls for music and sound effects are also a common option.

blarget3

this is a very vague and simple lesson tho. good but not in depth...

DeProgrammer

Unless you're well along the way to completion of the game, I wouldn't worry about introducing too many options like the ability to record/log gameplay footage.

DeProgrammer

Yes. It's called an "overview" for a reason.

blarget3

ahh

blarget3

see this is why its a BAD thing to jump in on things XD

blarget3

ACTION slaps himself

RetroX

lol

DeProgrammer

Generic, dumb, overly-forced-sounding conclusion: Perhaps you didn't realize it before, but now you can see why games usually require large teams of people working months or years to complete. :P

DeProgrammer

Aaaand I'm not very good at conclusions, so I'm ending by spamming links.

blarget3

LINKS!

DeProgrammer

A nice article about the principles of game design I found a while ago: http://www.gamasutra.com/view/feature/3949/the_13_basic_principles_of_.php

Memnoc

Lol

blarget3

:D

RetroX

well

DeProgrammer

A large number of game design-related articles: http://www.gamedev.net/reference/list.asp?categoryid=23

RetroX

that was a whole lot better than my workshop last year lol

DeProgrammer

And a list of places to get sound effects: http://www.hongkiat.com/blog/55-great-websites-to-download-free-sound-effects/

Sploder

Did I miss alot?

BwdYeti

Forming a team is the best thing you can do

Morrad

sploder!!

Sploder

Unless your Pixel/Zun/Notch

blarget3

lol

DeProgrammer

Ta-da! All done, and with 3 minutes to spare! Questions? Criticism? Someone want to test out the gamemaking process via my outline? :P

blarget3

notch

Lakilouie

I think this was a good workshop. Mostly because I have never been to one.

blarget3

notch has a team

blarget3

6 people

Sploder

before?

blarget3

by himself :/

blarget3

true

blarget3

lol

Haz

Was a good overview of game making

Sploder

I'll go back and read this stuff

Haz

May want to go a bit more in-depth on programming languages, but it's up to you really.

Morrad

same here

Sploder

Also, hi morrad

DeProgrammer

Half of what I did was copying and pasting from my outline, so while you're waiting for the transcript, I can post that here.

DeProgrammer

http://dpmm.110mb.com/temp/BasicDesignWorkshop.txt

Jeff

programming languages is a different catagory

blarget3

im helping onf a game called cubecreate :D using Cube 2 as a base and completly rewrtining it with a SDK and game examples from fps racing rts and more :D

Sploder

that works, too

blarget3

and my spelling FAILS

RetroX

far more organised than my workshop lol

DeProgrammer

Well, see, I don't know very much about the different coding languages. I've only used VB6, VB .NET, Java, C, PHP, and JavaScript, and I've never used a library except PAlib for the DS.

Lakilouie

Well, I think it's a good time to go now

Mercmaster

Yup

BwdYeti

Ruby is good but niche

Mercmaster

Great overview

DeProgrammer

Thanks.

Lakilouie

great job

DeProgrammer

I spent a week on it. I even made people test it with me. Haha.

blarget3

:D http://www.youtube.com/watch?v=pMkgtiO-9Y8

BwdYeti

Incredibly easy to work with, but pretty much only RPG Maker uses it, outside of Ruby on Rails

RetroX

ha

RetroX

well, for people that want to attend my workshop and learn a bit about C++, be there on thursday! 4:00 EST!

Sploder

okeydokey

DeProgrammer

I wonder if anyone got the whole transcript. I missed the stuff before RetroX spammed "MetroidMaster1914 DJYoshiman"

blarget3

wait so i dont want to be stupid sounding but has NCFC started already?

DeProgrammer

Which was basically just me introducing it, but eh. :P

Memnoc

In my opinion regarding programming languages, (Just in case anyone wanted my opinion on this particular part regarding languages -- I suppose) the limit to program anything is not in the language but the imagination of the programmer. Unless the language has a huge glaring rule like say if someone designs an engine and a coding language for mods and that rule could be "You can't directly alter the game's variables, only your own." Other than tha

Memnoc

tl;dr Read it.

Memnoc

Please XD

DeProgrammer

NCFC started a few days ago. :)

RetroX

DeProgrammer: I'll get the log; one moment

Haz

I have the whole transcript

blarget3

i thought it was in like a wherehouse with stands and stuff....

Haz

But, too lazy to grab it, especially when someone else is already on top of it.

DeProgrammer

Oooh, I hope your copy has a lot less annoying formatting than this here Mibbit client. :P

Sploder

lol

DeProgrammer

So many tabs...no colons separating the names from the text...and unnecessary timestamps, although I could easily write a program to get rid of all that. <.<

Sploder

@Memnoc, that's is usually the case, but certain languages are better suited for certain jobs than others.

Haz

I have timestamps, because I find them neccessary

blarget3

PIXEL ART WORKSHOP! IMA BE THERE!!!

RetroX

DeProgrammer: just ran a simple grep :P

DeProgrammer

Awhatahuh? <.<

Haz

You gotta be kidding me

Memnoc

Of course.

DeProgrammer

For a computer geek, I don't know much outside of the stuff I'm used to. :P

RetroX

globally search for a regular expression and print the result

Sploder

Too bad a bunch of people left. I coulda posted a bunch more examples of design docs

DeProgrammer

Gotcha.

RetroX

it's part of the GNU coreutils :P

DeProgrammer

That's okay. We can put them in the transcript!

RetroX

http://dl.dropbox.com/u/6125077/other/logthing

RetroX

erm

RetroX

add .txt to that

RetroX

forget to add it all the time

RetroX

http://dl.dropbox.com/u/6125077/other/logthing.txt

GeneralGuy

i think I scared Flare and Fennes with my godly MKW skills

RetroX

WHERE HAVE YOU BEEN

DeProgrammer

Haha. I like how it's all just my text, except for one line where you said "DeProgrammer:"

RetroX

the workshop is over

RetroX

!fightnight

RetroX

oh, f

RetroX

I didn't bother looking through it

RetroX

but that's the log

DeProgrammer

All is well. I can merge these. I just wanted the beginning bit anyway. :P

Xgoff

>coming

mrgood

Oh God. I ate so much food my stomach is hurting now.

RetroX

oh, right

RetroX

ugh my headphones are bugging me

RetroX

why can I not get the left ear towork

RetroX

to work*

Morrad

yo spolder

Morrad

i worked up a list of holidays

Sploder

lol, just because Mecha logged in, doesn't mean he's here

Sploder

ok

MechatheSlag

it does

MechatheSlag

!!

Xgoff

!!!

Sploder

*GASP*

DeProgrammer

You're an hour late!

DeProgrammer

:P

MechatheSlag

!timenow

RetroX

it's 9

RetroX

lol

RetroX

9:10

RetroX

9:09*

DeProgrammer

An hour late for my workshop. *cry*

MechatheSlag

yeah

MechatheSlag

lol

RetroX

now that NTPD finally works

RetroX

:V

Morrad

whos entering a minigame for the MGC?

RetroX

I'm not

Morrad

anybody

Sploder

I want to

Sploder

but I'm lazy

Sploder

or busy

DavidCaruso

im still thinking which game to do LOL

Sploder

or whichever

DavidCaruso

also yeah lazy

DavidCaruso

id probably just demake a soundtrack and then not get started on the actual game

DeProgrammer

I spent 40 hours on Super Metroid World last year and realized that making engines from scratch is not cool for minigame competitions. I'm not gonna do that again. :P

Mint

whoever asked if anyone got the whole transcript: i did

DeProgrammer

I've got it now. Thanks, though. :P

Mint

i just log all my colloquy stuff

Mint

might need to clear out of radiopsi logs and such soon though

Morrad

does Super Metroid World only run on DS?

MM1914|mobile

Yes

Mint

no reason to keep em, as plenty of it is nonsensical without the actual radio show

DeProgrammer

Well, the DS games work perfectly on the DeSmuMe emulator, which is cross-platform.

Sploder

my concept docs aren't nearly as good as yours are...

DeProgrammer

I've made roughly 30 games in the last 8.5 years.

Sploder

:I

Sploder

I have this habit of making concept docs, and then stopping

RetroX

I have this habit of starting to code something then stopping

Sploder

at least you're farther along than I am

Sploder

I'm not sure if that's good or bad...

RetroX

I don't make docs though lol

DeProgrammer

Well...I started at the age of 12. Haha.

Sploder

You have 2 extra years on me, then

Sploder

Lately, my docs have been nothing more than a thorough run-down on controlling the player

Morrad

what are docs?

Sploder

Concept/design documents

DeProgrammer

Documents!

Morrad

documents?

Morrad

i might make a doc on Wario Holidays

Sploder

I let the man of science take my documents.

Sploder

Good idea

Morrad

the programmer?

Sploder

who is?

At this point Mecha abruptly came in, set +m and started the fight night so I have no clue what happened after that.

Unearthed is an Earthbound hack in progress, with an estimated release date of late 2011 or early 2012.
Unearthed will feature a completely original plot, a new cast of characters and a distinctive world map with entirely new zones. Although different from Earthbound it many ways, it will still utilize many of the same core gameplay mechanics.